Now updated for Alpha 17. I only did some brief testing so let me know if there are any problem.I’ve fixed the issue where the temperature wouldn’t drop if the firepit had run out of fuel. A room will now slowly get colder if the firepit isn’t fueled (and it’s cold outside of course).I did take a look at some other mods that have heaters with flames (particularly the BOLTASK lamp from RIMkea and the brazier from Medieval Times) and both of them have flames even when they don’t have fuel. So I’m going to chalk it up to a graphical oddity in RimWorld, maybe that will get fixed in a future release.
A few things to talk about here:It appears that Biomes! Cavern Edition tried to add a patch for this mod but it doesn’t work for some reason. So I added my own built-in patch in this mod. So fungal logs and coal are usable as fuel now.I figured out the issue you’ve been having. Firepit + Torch Sconce needs to be BELOW Rimworld: Medieval Edition because otherwise Medieval Edition overwrites the ability to cook at a firepit.Weaver I’ve added a patch for [B18] Taimat 2018 – Stone Age, No Research v0214 so that Fire needs to be researched before the firepit and torch sconce can be built.
I’m having the shallow water issue (firepit works fine IN the water though). Possible conflicts in my mod list:- Water power- [RF] Basic Bridges- Tribal Essentials- Vegatable Garden- Architect Sense- Combat ExtendedOther mods that I don’t think are conflicting, but will mentioned anyway…-Hugslib- Misc CORE- Misc Robots- Misc Beesnhoney- CE guns- Medical Tab- More furniture- Moody- Vegatable Garden- Expanded prosthetics- Efficient Light- Allow tool- Less rebuff- Refactored work- Doormats- Defensive positions- glass and lights- storage search- RT Fuse- Temp gauge- Realistic rooms- rimfridge- concrete walls- more planning- realistic darknessThanks for your work on the mod and your effort in solving this! Thank you!